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Half-Farspawn Kraken

Half-Farspawn Kraken (juvenile)
CE Huge Outsider (aquatic, native)
Init +1; Senses Blindsight 60', Darkvision 60', Low-light vision; Listen +26, Spot +26
Languages Abyssal, Aquan, Common, Infernal

AC 22 (+13 natural armour, +1 Dex, -2 size), touch 9, flat-footed 21
hp 217 (14 HD); DR 10/magic
Immune immunity to poison; SR 24
Resist resistance to acid 10 & electricity 10
Fort +19, Ref +10, Will +11
Speed Swim 20-ft
Melee 4 tentacles +20 (2d8+8,19-20)
and 6 arms +18 (1d4+4)
and bite +18 (3d6+8)
Space/Reach 15-ft. x 10-ft. (40' with tentacles, 20' with arms)
Base Atk +14; Grp +30
Atk Options combat expertise
Special Actions constrict (2d8+8 or 1d4+4), improved grab, spell-like abilities, true strike 1/day
Spell-Like Abilities 3/day - blink (CL 14th), blur (CL 14th), ethereal jaunt (CL 14th)
1/day - control weather (CL 7th), control winds (CL 7th, DC 21), dominate animal (CL 7th, DC 19), greater invisibility (CL 14th), resist energy (CL 7th), stinking cloud (CL 14th, DC 19), telekinesis (CL 14th, DC 21), touch of idiocy (CL 14th)

Abilities Str 26, Dex 12, Con 31, Int 21, Wis 24, Cha 22
SQ blindsight 60', change shape, darkvision 60', ink cloud, jet, low-light vision, resistance to acid 10 and electricity 10, spell resistance 24
Feats Alertness, Combat Expertise, Improved Critical (tentacle), Improved Natural Attack (tentacle), Multiattack
Skills Concentration +27, Diplomacy +25, Hide +10, Intimidate +23, Knowledge (geography) +22, Knowledge (nature) +22, Listen +26, Search +22, Sense Motive +24, Spot +26, Survival +24, Swim +33, Use Magic Device +23
Change Shape (Su): As a standard action, the half-farspawn kraken can take the form of a grotesque, tentacled mass. Changing shape results in the following changes to the half-farspawn kraken:
- The half-farspawn kraken loses all of its arm and bite attacks.
- The half-farspawn kraken gains two additional tentacle attacks when making a full attack.
- The half-farspawn kraken becomes amorphous. It cannot be flanked, and is not subject to extra damage from critical hits.
- Creatures native to the Material Plane take a -1 morale penalty on attack rolls against the half-farspawn kraken in its amorphous form.
Constrict (Ex): The half-farspawn kraken deals automatic arm or tentacle damage with a successful grapple check.
Improved Grab (Ex): To use this ability, the half-farspawn kraken must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Ink Cloud (Ex): The half-farspawn kraken can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment. Creatures within the cloud are considered to be in darkness.
Jet (Ex): The half-farspawn kraken can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
True Strike (Su): Once per day, the half-farspawn kraken can make a normal attack with a +20 insight bonus on a single attack roll. The half-farspawn kraken is not affected by the miss chance that applies to attacks against a concealed target.
Patron Deity Tharizdun,

CR 12

Encounter Treasure

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Race keywords: Half-Farspawn, Half-Farspawn Kraken, Kraken, Kraken, Half-Farspawn
Class keywords:
Sourcebooks: Dungeon Magazine: 121, Lords of Madness, Monster Manual, Player's Handbook

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